function EFFECT:Init( data )
	
	self.Pos = data:GetOrigin()
	self.Size = data:GetScale()
	
	
end

function EFFECT:Think( )
			
		local Size = math.Clamp( self.Size, 10, 99999 ) / 2
		local Pos = self.Pos
		self.Emitter = ParticleEmitter( Pos )
		for i=1, 50 do
			
			local particle = self.Emitter:Add( "modulus/particles/Smoke"..math.random(1,6), Pos ) 
			particle:SetVelocity(VectorRand() * Size * 10)
			particle:SetDieTime( math.Rand( 5, 10 ) )
			particle:SetStartAlpha( math.Rand(200, 255) )
			particle:SetEndAlpha( 0 )
			particle:SetStartSize( Size * 2 )
			particle:SetEndSize( Size * 4 )
			particle:SetAirResistance( 200 )
			particle:SetRoll( math.Rand( -5, 5 ) )
			particle:VelocityDecay( true )
			particle:SetLighting( true )
			
			local particle2 = self.Emitter:Add( "modulus/particles/Fire"..math.random(1,8), Pos ) 
			particle2:SetVelocity( VectorRand() * Size * 10 ) 		
			particle2:SetDieTime( 0.3 ) 		 
			particle2:SetStartAlpha( math.Rand(200, 255) ) 
			particle2:SetEndAlpha( 0 ) 	 
			particle2:SetStartSize( Size ) 
			particle2:SetEndSize( Size * 2 ) 		 
			particle2:SetRoll( math.Rand( -5, 5 ) )
			particle2:SetAirResistance( 400 ) 
			--particle2:SetLighting( true )


		end
			self.Emitter:Finish()
		return false
end


-- Draw the effect
function EFFECT:Render()

end